Unique Abilities

Each Race and Personality has a unique ability that reflects its core strengths and theme. These abilities are categorised as either Passive, Active (With duration), Active(Consumable Effect).

  • Passive: Always active, provide a consistent positive effect.
  • Active (Duration): Activated, Duration is a set amount of days, this works same as Self Spells.
  • Active (Consumable): Activated, works until EITHER used or the next day. Be careful using close to a days end!
  • Cooldown: Starts when activated and are exact.

Races

Bocan

Bonuses:

+20% Science Effectiveness - Crime

+15% Thievery Per Acre (TPA)

+50% Thieves' Den Effectiveness

+1% Extra Stealth Per Tick

Train Thieves with Credits

Penalties:

+10% Own casualities when attacking

+10% Own casualities when defending

Self Spell Mana Cost Increased by 1

Military:

Off/Def Cost NW
Soldiers (3, 0)
Marauders (11, 0)
Imps (0, 11)
Tricksters (15, 5) 750gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Invisibility, Miner's Mystique and Quick Feet

Unique - Sneak Attack

Halflings are masters of subterfuge, executing precise and calculated operations with unmatched skill. When they launch a Sneak Attack, their innate cunning ensures their thieves evade capture.


Active Effect

Upon activation, all Thievery losses on operations are reduced by 75% until next day.


Cooldown

24 Utopian Days

Duration

Until use or next day.

Dark Elf

Bonuses:

+50% Prisoners Captured

+20% Enemy casualities when attacking

+20% Enemy casualities when defending

+50% Science Effectiveness - Finesse

Storms Immunity

Penalties:

-15% Birth Rate

+10% Military Training Time

Military:

Off/Def Cost NW
Soldiers (3, 0)
Night Rangers (12, 0)
Druids (0, 10)
Drows (8, 12) 750gc 8.25
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Guile and Clear Sight

Unique - Void Tap

Delving into forbidden channels, spellcasters draw upon the void between realms — a place where essence costs nothing, but always at a price. For a fleeting time, their sorcery flows unimpeded by material cost.


Active Effect

When activated, all offensive spells (excluding Rituals) cost no runes for the next 3 Utopian Days. Can be reactivated after 24 Utopian Days.


Cooldown

24 Utopian Days

Duration

3 Utopian Days

Dryad

Bonuses:

+4 Food Bushels Created Every 2 Acres

+3 GC Created Every 2 Acres

+2 Runes Created Every 2 Acres

-20% Military Wages

+20% Science Effectiveness - Housing

Immune to Steal War Horses

Penalties:

+10% Damage Received on Massacre Attacks

Can't Accelerate Construction

Military:

Off/Def Cost NW
Soldiers (3, 0)
Huldras (10, 0)
Nymphs (0, 10)
Will O The Wisps (16, 4) 750gc 7.5
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (4, 0)
Thieves 500gc

Spell Book:

Town Watch and Mist

Unique - Living Forests

Ancient groves awaken at your call, growing in harmony with your armies. These sentient forests ensure a constant bond with your steeds, shielding them from theft and decay.


Passive Effect

Your stables will fill to maximum capacity each day. Immune to Steal War Horses.

Elf

Bonuses:

+50% Honor Bonus

+20% Science Effectiveness - Channeling

+1% Extra Mana Per Tick

Runes do not decay

Penalties:

+15% Military Wages

No Access to Mercenaries

Military:

Off/Def Cost NW
Soldiers (3, 0)
Rangers (10, 0)
Archers (0, 12)
Elf Lords (13, 7) 750gc 7.75
Mercenaries (7, 0)
Prisoners (7, 0)
War Horses (3, 0)
Thieves 500gc

Spell Book:

Clear Sight, Magic Ward and Fountain of Knowledge

Unique - Mana Surge

As reserves dwindle, raw magic flares with volatile strength. In moments of desperation, every incantation lashes out with amplified force, channeled from the dregs of your waning power.


Passive Effect

When mana is below 30%, your offensive spells deal +25% spell damage. This bonus ends once mana rises above 30%.

Personalities

General

Bonuses:

-15% Attack Travel Time

+30% Barracks Effectiveness

+30% Training Grounds Effectiveness

+1 Army generals

+25% Science Effectiveness - Siege

+25% Science Effectiveness - Tactics

Elite gets +4 offensive strength

Train Elites with Credits

War Horse gets +1 strength

Ambush Immunity

Spell Book:

Scientific Insight

Allowed Thief Operations:

Subdue Wizards

Unique - Focused Resolve

In the crucible of war, clarity sharpens. With every passing day, determination hardens into insight — an unyielding focus that fuels the march of discovery.


Passive Effect

While in war, gain +1% Science Efficiency per day, up to a maximum of +15%. This bonus resets when war ends.

Necromancer

Bonuses:

+50% Prisoners Captured

+20% Combat Instant Spell Damage

+50% Wizards Per Acre (WPA)

+50% Battle casualties convert to soldiers

+2% Extra Mana Per Tick

+100% Land Effect - Towers

Soldiers convert into Specialists over time

Defensive specialist gets +1 strength

Elite gets +1 defensive strength

Elite gets +2 offensive strength

Prisoners convert into Elites over time

Spell Book:

Nightmare, Bloodlust, Soul Blight, Sloth and Ghost Workers

Unique - Dark Pact

Necromancers forge a dark pact, harvesting life from the battlefield. After each successful attack, they reanimate the fallen, converting fallen enemy units into wizards, soldiers, and peasants to serve their sinister cause.


Passive Effect

After each successful attack, The Necromancer converts:
10% of the enemy's killed units into Wizards.
10% of the enemy's killed units into Soldiers.
20% of the enemy's killed units into Peasants.

Paladin

Bonuses:

-20% Combat Instant Spell Damage Received

+15% Wizards Per Acre (WPA)

-25% Military Training Cost

-50% Rune Cost (excluding Ritual)

+20% Science Effectiveness - Resilience

+20% Science Effectiveness - Strategy

Elite gets +2 defensive strength

Elite gets +2 offensive strength

Self Spell Mana Cost Reduced by 1

Can cast Support spells on Kingdom mates

Spell Book:

Divine Shield, Salvation, Fanaticism, Chastity, Wrath, Righteous Aggressor and Righteous Defender

Unique - Divine Favour

Clerics are blessed by divine forces, granting them unparalleled mastery over protective and empowering magic. Through their sacred connection, their self-spells are occasionally imbued with divine favor, doubling their duration and extending the blessings of their faith.


Passive Effect

When casting self-spells, Clerics have a 50% chance to double the spell duration and gain 10% of runes refunded.

Raider

Bonuses:

+8 War Horse Capacity Per Acre

+10% Barracks Effectiveness

+10% Training Grounds Effectiveness

-100% Thieves lost on failed ops

+20% Sabotage Damage

+25% Thievery Per Acre (TPA)

Prisoners convert into Thieves over time

Elite gets +1 defensive strength

Elite gets +2 offensive strength

Ignores Watch Towers when performing thievery operations

War Horse gets +1 strength

Spell Book:

Guile and Quick Feet

Allowed Thief Operations:

Steal War Horses

Unique - Warlord's Fury

Fueled by unyielding ferocity, Orcs channel their Warlord's Fury to devastate their enemies and reap the spoils of war. Their relentless attacks seize additional resources from the fallen, while their resilience ensures that a portion of their warriors rise again to continue the fight.


Passive Effect

Successful attacks plunder additional resources (gold, runes, food) equivalent to 25% of a successful Plunder attack and 25% of Military Casualties return home instantly (Soldiers, Specialists, and Elites).

Rogue

Bonuses:

+30% Damage Inflicted on Massacre Attacks

+25% Science Effectiveness - Cunning

+25% Science Effectiveness - Crime

+50% Sabotage Damage

+50% Thievery Per Acre (TPA)

-50% Thief cost

+75% Thieves' Den Effectiveness

+2% Extra Stealth Per Tick

Access all Thievery Operations

Elite gets +2 defensive strength

Elite gets +2 offensive strength

Starting Bonuses:

+1500 Starting Thieves

Unique - Shadows in the Night

Rogues are masters of deception, striking from the shadows with deadly precision. Under the cover of night and with their stealth at its peak, their sabotage becomes far more devastating, leaving their enemies defenseless and vulnerable.


Passive Effect

+25% Sabotage damage if the operation is performed when a Rogue has 50% or more Stealth.

Spellsword

Bonuses:

+50% Combat Instant Spell Damage

+30% Wizards Per Acre (WPA)

-50% Offensive Spell Rune Cost

+50% Science Effectiveness - Sorcery

+10% Science Effectiveness - Strategy

+10% Science Effectiveness - Tactics

+2% Extra Mana Per Tick (in war)

Elite gets +2 defensive strength

Elite gets +2 offensive strength

Offensive specialist gets +2 strength

Spell Book:

Reflect Magic, Mystic Aura, Mind Focus, Mage's Fury and Meteor Showers

Unique - Mana Well

You possess an innate connection to the flow of magic, drawing power from ancient wells of mana hidden deep within the forests of your Province. When called upon, these reserves replenish your magical strength, allowing you to harness your arcane abilities with renewed vigor.


Active Effect

Restore mana by 50%.


Cooldown

24 Utopian Days

War hero

Bonuses:

-50% Draft Cost

+50% Draft Rate

+50% Honor Bonus

-20% Honor Losses

+10% Military Efficiency in war

+1 Army generals

+25% Science Effectiveness - Heroism

+25% Science Effectiveness - Valor

Elite gets +1 defensive strength

Elite gets +3 offensive strength

Spell Book:

Heroes Inspiration and Pitfalls

Allowed Thief Operations:

Propaganda

Unique - War Trophies

War Heroes are celebrated for their valor and triumphs on the battlefield. By invoking War Trophies, they inspire their forces to fight with unparalleled honor, amplifying the whole province.


Active Effect

While active, grants double honour bonuses.


Cooldown

24 Utopian Days

Duration

12 Utopian Days

Warlord

Bonuses:

+3 Prisoner Capacity Per Acre

+15% Battle Gains

+20% Enemy casualities when attacking

+20% Enemy casualities when defending

+1 Army generals

+10% Offensive Military Efficiency

+2 Prisoner and Mercenary Offensive Strength

+25% Military Science Books Produced

Prisoners convert into Specialists over time (2% each)

Elite gets +5 offensive strength

Offensive specialist gets +2 strength

Penalties:

Elite gets -1 defensive strength

Spell Book:

Aggression

Unique - Blood Price

War demands a toll in blood, and some strikes are paid in full. As the battlefield erupts in carnage, a dark pact is fulfilled — the enemy suffers grievous losses, both at the front and within their own walls.


Passive Effect

Each successful Traditional March has a 20% chance to trigger Blood Price, causing - +35% Military Casualties inflicted on the enemy, 30% of enemy soldiers at home are slain


Here is the effects of all possible rituals.

Benediction+15% BE, +50% pop growth, +10% Flat Rate Building Production
Expedient-30% Training Time (including Thieves), -30% Construction Time, & -30% Build costs & +20% Wizard Production
Expropriation+15% combat gains, +15% Honor gains, +20% Specialist and Build credits
Fleetfoot-10% Attack time, -10% Offensive Military Casualties
HavocIncreases offensive Thieves per acre (TPA) and Wizards per acre (WPA) by 20% & Instant Spell damage and Sabotage Damage by 20%
OnslaughtIncreases Offensive Military Efficiency (OME) by 10%, Enemy Military Casualties when Attacking by 15%

Here are the effects of each Stance

NormalNone
Aggressive+10% Battle (Resource) Gains, +50% Bravery Gains, +15% Military Casualties
Defensive+10% DME, -20% Build Time and Costs, -10% Enemy gains, +20% Attack time, -10% OME


Here are the effects of all possible dragons.

Emerald+25% military casualties in combat, -20% combat gains, -40% Building and Specialist Credits gained in combat
RubyReduces military effectiveness by 15%, Increase military wages by 30% and lose 30% of new draftees
Sapphire-30% lower magic (WPA) and thievery (TPA) effectiveness, +12.5% Instant Spell and Sabotage Damage taken and -12.5% Instant and Sabotage Damage dealt
Topaz-30% Building Efficiency, -25% Income, destroys 4% of buildings instantly and every 6 days thereafter

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